Advanced Power Plant:
A lot better than the original power plant because it can
double the power output of the first but for only 200 credits
more. The drawback of the APP is it's size, because it is
very large. Don't put these in mass groups otherwise an Atom
Bomb could cut off most of your power making you totally
vulnerable to attack!Armour: LightCost: 500Tec Level: 5Prerequisites: Power PlantBuilding Type: Power Provider

Concrete Wall:A great improvement upon the Soviets barbed wire and the
Allied sandbags in the way that it stops any type of unit
from crossing it. The wall is still prone to tank shells and
can be shot down easily but it still holds back the enemy
while you prepare a defense. Best used to stop infantry
getting into your precious buildings though.Armour: HeavyCost: 100Tec Level: 5Prerequisites: Con YardBuilding Type: Defensive

Construction Yard:
When you deploy a Mobile Construction Vehicle it will turn
into this building which allows you to build all of the
structures in the game. Without this the game would be very
boring and pointless. There really isn't much to say about
this except that it is good to have 2 or 3 around your base
or in a secluded corner so that if one gets destroyed you
still have some others.Armour: HeavyCost: MCV costs 2500Tec Level: MCV's is 8Prerequisites: NoneBuilding Type: Production

Helipad:
This allows the construction of helicopters such as the
Hind(Soviet), Chinook(Soviet) and the Allies' Apache Longbow.
It can also reload the helicopters weaponry once it has run
out. One helipad is not really worth building, but 4 or more
are. Helicopters are best at taking out large, slow-moving
targets such as a Cruiser, Mammoth Tank or structures.Armour: LightCost: 1500Tec Level: 6Prerequisites: Radar DomeBuilding Type: Production

Missile Silo:
This building harbours the nasty A-Bomb which is very good at
taking out armoured targets and infantry. The disadvantages
of it are its slow reload time and its cost. Very useful, but
very slow. One good tactic is using it in conjuction with a
Chronoshift. If there is a Soviet base in the region with
lots of Tesla Coils then firing the A-Bomb at an Advanced
Power Plant will take all of the Tesla Coils offline leaving
you to send in an MCV and start `turreting' his base without
any resistance.Armour: HeavyCost: 2500Tec Level: 10Prerequisites: Tech CentreBuilding Type: Offensive

Ore Refinery:
The backbone of any base, the ore refinery gives you a free
Ore Truck when built and it will immediatley scout out the
terrain and find some Ore or Gems to harvest and bring back
to base. Once the truck is full it will empty its load by the
refinery and you will recieve cash to build units and
structures with. Multiple ore trucks can work for the same
refinery but don't have too many otherwise you will be
waiting for ages until each of the trucks empty its load.
Always look out for damage in your refineries and Ore Trucks
and be prepared to repair REGULARLY!Armour: LightCost: 2000Tec Level: 1Prerequisites: Power PlantBuilding Type: Ore Collection & Refining

Ore Silo:
When your refineries are full up you will hear the annoying
message `Silos needed'. The message becomes very repetitive
after a while and you start to lose money so it is worth
building lots of them, at least 10 or so. They can also be
exploited and used for a nasty tactic which allows you to
build up to an enemy's base and start destroying it with the
Tesla Coils or Turrets you decide to put on the other end! He
He!Armour: LightCost: 150Tec Level: 1Prerequisites: Ore RefineryBuilding Type: Ore Storage

Power Plant: This structure is the first structure
you can build and will build because it allows the
construction of everything else and it also provides power to
every structure in your base. You will undoubtedly need more
than 1. The Advanced Power Plant can double the output of
this one and costs 500 compared to the 300 of this one. The
reason for building this one is that it is very small
compared to the APP.Armour: LightCost: 300Tec Level: 1Prerequisites: Con YardBuilding Type: Power Provider

Radar Dome: This is a very useful structure to
build because it allows the use of a radar screen above the
building options. It can show a zoomed in area of the map or
a zoomed out area which is very useful for seeing the enemies
units assembling or an attack on your base. It does consume a
lot of power though and tends to shut down often if you build
too many power consuming buildings. If you build a Tech
Centre you can sell this building as it takes up quite a lot
of power and gives you 500 credits back.Armour: LightCost: 1000Tec Level: 2Prerequisites: Ore RefineryBuilding Type: Allows Radar Screen

Service Depot:
This is worth building just for the fact that you can build
MCVs in multiplayer games. It is also very handy for
repairing units which saves you a lot of money. In the
original C&C no-one ever built one of these because they
were too expensive and repair prices were sky high! Now lots
of people buy them because they are needed for a few units
like the mine layer and MCV. Unfortunately they are very easy
to kill which can be quite annoying.Armour: LightCost: 1200Tec Level: 2Prerequisites: War FactoryBuilding Type: Repairs Units

War Factory:
The most useful building in the game, in my opinion, because
it allows the production of all of the units. Where would you
be without one of these? It is handy to have 2 or 3 around so
you can produce vehicles quickly in times of battle. Many
buildings are needed before you can build all of the units so
building them is the first priority.Armour: LightCost: 2000Tec Level: 2

Soviet:

Airfield:
The airfield is very useful and allows a number of unit
options and special abilities. It allows the construction of
Yaks and MIGs which can be reloaded from the airfield at any
time. An airfield can support one aircraft only though which
can be annoying. To build a fleet of MIGs you would need lots
of airfields and this requires a lot of power and money, but
if you have back-up ore to replace the dead aircraft then you
will be able to decimate the enemy instantly!The airfield
also allows the use of Spyplane, Paratroopers and Parabombs
which can be good but only if used to the full effect.Armour: HeavyCost: 600Tec Level: 3Prerequisites: Radar DomeBuilding Type: Production

Barbed Wire Fence:
This is a modest defense against infantry and non-tracked
vehicles. It is rather pointless but for 25 credits it does
stop infantry.Armour: LightCost: 25Tec Level: 1Prerequisites: NoneBuilding Type: Defensive

Flame Tower:
Another guard tower which can decimate infantry in seconds.
Very useful to have around the base when your opponent
decides to send in a group of Tanyas, engineers or some other
infantry type.Armour: HeavyCost: 600Tec Level: 1Prerequisites: BarracksBuilding Type: Defensive

Iron Curtain:
The Iron Curtain is the Chronosphere's counterpart and allows
any type of unit, except Infantry, to become invulnerable for
a period of around 30 seconds. You may think that 30 seconds
is not long but the effect can be devastating. You could use
it on a Chinook full of 5 Tanyas and your opponents base
would be reduced to rubble afterwards. Its major defect is
it's lack of speed when reloading which is a shame but
otherwise it would be unfair.Armour: LightCost: 2800Tec Level: 9Prerequisites: Tech CentreBuilding Type: Allows Invulnerability

Kennel:
This building(if you can call it that) allows the
`construction' of attack dogs. Many people think they are a
waste of time. They are not. They can be used to hunt out
spies which is a very handy use. They can also take out
infantry rather easily and in groups can stop a nasty Tanya
attack that the Allied Scum might be planning. Definately
worth buying!Armour: LightCost: 200Tec Level: 2Prerequisites: BarracksBuilding Type: Production

SAM Site:
The SAM site is very effective against Allied air units and
can take out a fair number in groups. If you have ever played
the original C&C then you would know that SAM sites were
lethal compared to these ones and had an extreme range. This
made it extremely difficult for the GDI player to get into a
NOD base with a Chinook but Westwood have made the SAM
slightly fairer this time round. The SAM, like many other
units, functions at its best in groups.Armour: HeavyCost: 750Tec Level: 6Prerequisites: Radar DomeBuilding Type: Defensive

Sub Pen:
This handy production centre allows the construction of
Submarines and LSTs. It is best to build 2 or 3 so that
Submarines can be built fairly quickly because they tend to
get destroyed easily by the pesky gunboats and destroyers.Armour: LightCost: 650Tec Level: 2Prerequisites: Power PlantBuilding Type: Production

Technology Centre:
This is very similar to the Allied tech centre but allows
different units and buildings to be built. 2 main units and
structures that can be produced once you have the tech centre
are the Mammoth Tank and the Tesla Coil.Armour: LightCost: 1500Tec Level: 4Prerequisites: War Factory & Radar DomeBuilding Type: Prerequisite

Tesla Coil:
A nasty piece of work! This structure can destory vehicles,
ships and infantry in seconds. If you have played the
original C&C then it is rather similar to the Obelisk of
Light. The major drawbacks of it are its power consumption
and its cost but it makes up for that with its ability to
reduce units to rubble with ease. In groups these can be
completely devastating and one preferred tactic is to take
out your nice, new, shiny Advanced Power Plant leaving your
base completely open to attack, so just remember to have lots
of power in times of battle.Armour: LightCost: 1500Tec Level: 4Prerequisites: War FactoryBuilding Type: Defensive

Allied:

AA Gun:
This is one of the best base saving weapons for the Allies.
It will not function if power is off-line and is best for
taking out slow moving aircraft such as Hinds and Yaks.
Always have a pillbox or two near your AA guns so they can
shoot the stray para-trooper who falls out of the plane! As
will ALL defensive structures this will function a LOT better
in groups.Armour: HeavyCost: 600Tec Level: 3Prerequisites: Radar DomeBuilding Type: Defensive

Camouflaged Pillbox:
A very useful anti-infantry device but made even better by
the fact it is almost completely camouflaged. The 200 extra
is worth investing because your multiplayer opponent will
definately miss it in a time of battle when everything is
hectic and the screen is being scrolled a lot. I am unsure as
to how the AI detects it or not. If anyone does know just
E-Mail me. Thanks.Armour: HeavyCost: 600Tec Level: 2Prerequisites: BarracksBuilding Type: Defensive

Chronosphere:
The Chronosphere allows movement between two points without
crossing the space in between. This can be very handy for
sending MCV's into the opponents base! Having a pre-built
building can also help and if your level contains lots of ore
then you can have lots of MCV's back at base and build lots
of turrets at your new `base site' then you can destroy your
opponent from inside out. To use the Chronosphere click on
the `Chronoshift' icon once it is ready then on the unit you
wish to teleport. Once you have selected your unit you can
click anywhere on the map(if it is passable terrain) and your
unit will jump straight there!Armour: LightCost: 2800Tec Level: 9Prerequisites: Tech CentreBuilding Type: Allows Chronoshift

Fake Structures: - Multiplayer Only -
There are four different fake structures available to you and
these are: ConYard, War Factory, Radar Dome and Naval Yard.
As you can see these are key structures and would be targeted
by an intelligent commander when assaulting a base. The trick
is not to build them next to the real building but to spread
them out or `hide' the real building elsewhere on the map.
The downside to them is that they have very little armour and
you cannot build next to them if they are out of base range.Armour: NoneCost: 50Tec Level: Original Building'sPrerequisites: Original BuildingBuilding Type: Confuses Enemy

Gap Generator:
The gap generator is one of the most useful buildings on the
Allied side and can be exploited for use in many tactics. The
Gap Generator hides a large area under an artificial shroud
which lets you hide a large force of tanks or a new structure
for instance. One tactic which is used by many is sending an
MCV into an opponents base using the Chronosphere(see above)
and deploying it and building a Gap Generator next to it. It
is wise though to pre-build the gap generator before you send
in the MCV so you can cover the base instantly. This covers
the enemy base in a shroud and they have to shoot the
Generator in order to see again. While they are doing this
you could use the MCV to build a War Factory(see below) or
any other building and destroy his base from inside out.Armour: LightCost: 500Tec Level: 7Prerequisites: War Factory & Radar DomeBuilding Type: Obscures Structures

Naval Yard:
This building allows the construction of Allied vessels for
use against Submarines and in the case of Crusiers, against a
base. It can be built a fair way from the nearest building
and can also repair ships too. You will need other buildings
to build different ships but it is good value for what it is.
Very useful!Armour: LightCost: 650Tec Level: 2Prerequisites: Power PlantBuilding Type: Production

Pillbox:
A useful structure which kills enemy infantry in seconds and
in groups can take out a tank or too before being destroyed.
A very useful building, always have at least 4 around your
base and MCV to stop pesky Engineer and Tanya attacks.Armour: MediumCost: 400Tec Level: 1Prerequisites: BarracksBuilding Type: Defensive

Sandbag Barrier:
Exactly the same as the Soviet equivalent, barbed wire, in
the way that it stops non-tracked vehicles and infantry.
Tracked vehicles can just run straight over them or shoot
them.Armour: LightCost: 25Tec Level: 1Prerequisites: Con YardBuilding Type: Offensive

Technology Centre:
This building allows the use of the GPS. This special Allied
feature allows Recon on the whole map(with the exception of
enemy gap generators.) In addition to the GPS Satellite
higher level structures and units can be manufactured. The
Cruiser and Gap Generator are 2 examples.Armour: LightCost: 1500Tec Level: 7Prerequisites: War Factory & Radar DomeBuilding Type: Prerequesite

Tent Barracks:
This performs exactly the same operation as the Soviet
equivalent but doesn't produce the same units. It is needed
for most of the higher tec buildings and can be very
effective when you have lots of money and have around 6
barracks for producing Tanyas in groups and sending them into
the enemies base and taking out their buildings.Armour: LightCost: 300Tec Level: 1Prerequisites: Power PlantBuilding Type: Production

Turret:
This has the same use as the pillbox except it takes out
tanks instead of infantry and, as the pillbox, it is much
better in groups. Another use is joining it with a pillbox
group, this conjuction can almost stop anything.Armour: HeavyCost: 600Tec Level: 2Prerequisites: BarracksBuilding Type: Defensive

LST:
The LST is the water version of an APC. It has the ability to
hold 5 units, either infantry or vehicles. They are used in
water assaults and are advantaged with their speed. Because
of their speed, they can avoid most fire from Boats and Subs.
The LST can only be loaded and unloaded on beach, and not
cliff.Armour: MediumCost: 700Prerequisites: Sub Pen for Soviets, Naval Yard for
AlliesUnit Type: Marine Transportation

MCV:
The Mobile Construction Vehicle can be moved around to find a
suitable position to build your base. It can then be deployed
and you can begin to build. In multiplayer games a second MCV
can be built to make a secondary base or to have 2 just in
case your oppenent kills one.Armour: HeavyCost: 2500Prerequisites: War Factory and Service DepotUnit Type: Allows Construction

Ore Truck:
The Ore Truck comes as part of the Ore Refinery deal and you
can also buy them seperately. They are fairly tough and
although they have no weapon they can squash enemy infantry.Armour: HeavyCost: 1400Prerequisites: War Factory and Ore RefineryUnit Type: Ore Collector

Soviet:

AP Mine Layer:
The Anti-Personnel Mine Layer is good for blocking off choke
points. By blocking off choke points with mines you have
almost guaranteed that no infantry can get through. It can
hold 5 mines and it can be reloaded at a service depot. The
good thing about the Mine Layer is that reloading doesn't
cost anything. They look like APCs and are good at squashing
enemy infantry.Armour: MediumCost: 800Prerequisites: War Factory and Service DepotUnit Type: Anti-infantry mine layer

Heavy Tank:
The Heavy Tank is one of the Soviet's best units. It should
be heavily exploited because it's twin cannon means it can
easily beat any of the Allied units. It's one disadvantage is
it's lack of speed, but this is more than made up for in its
fire-power.Armour: HeavyCost: 950Prerequisites: War FactoryUnit Type: Attacking enemy units and structures

Hind:
The Hind is good because it can shoot air-to-air (i.e. it can
shoot enemy air-craft in mid-flight). They are good in teams
at wiping out enemy structures and tanks. They are also good
at shooting moving objects and are in teams can be used to
give your oppnonents ore trucks hassle. They also have heavy
armour which means they can take a lot more of a beating from
AA-Guns when you need it most when taking out an enemy
Construction Yard. Hinds come free with a helipad. Unlike
MIGs once you build a Helipad you can build as many Hinds as
you want and you only need one helipad. The Hinds come fully
charged but with only one pad it will take a long time to
recharge your teams.Armour: HeavyCost: 1200Prerequisites: HelipadUnit Type: Basic air attack

Mammoth Tank:
Well like it's name suggests, it is a mammoth tank. These
massive tanks can take a real pounding and with its twin
cannons, it is one of the Soviet's best units. It is
disadvantaged in it's lack of speed but makes up for it in
every other way. It is also the only tank to be capable of
shooting aircraft.Armour: HeavyCost: 1700Prerequisites: War Factory and Technology CentreUnit Type: All round attack and defence

MiG:
The MiG carries Heat seaking missiles which are excellent at
destroying enemy units and structures. They are probably the
best Soviet air unit which is why they cost 1200 credits.
Remember though, each MiG will need it's own Airfield. You
will only be allowed to build MiGs if you have Airfields for
them to recharge at. With the cost of an Airfield at 600 and
a MiG at 1200, 600+1200=1800 which is quite a hefty cost.Armour: LightCost: 1200Prerequisites: AirfieldUnit Type: General air attack

Mobile Radar Jammer: Contrary to what the
information cards say this is a Soviet unit. I have virtually
no experience with it, but I have read off the newsgroups
that you have to move it to next to your enemy radar dome and
it blocks obscures his map and communications. If you do make
use of this unit then protect it because it has only light
armour.Armour: LightCost: 600Prerequisites: War Factory and Radar DomeUnit Type: Jams enemy radar

Parachute Bombs:
Also dropped from the Badger Bomber are Parachute Bombs which
are high explosive bombs. They can be used to destory
structures but enemy infantry run away if they see them
coming.Armour: N/ACost: 0Prequisites: AirfieldUnit Type: Air to Ground Bombs

Paratroopers:
Paratroopers are dropped from the Badger Bomber at your
selected destination. They are in essence, a bunch of 5
flying rifle infantry and so aren't really effective at
destroying anything other than other men. They can be handy
for recon as they can be dropped in parts of the map that
haven't already explored. Paratroopers working the same way
as the Spy Plane. Once you build an airfield the paratroopers
appear on your units you can build scroll. When they are
ready the computer tells you and you select where you want
them to drop.Armour: NoneCost: 0Prerequisites: AirfieldUnit Type: Flying rifle infantry

Spy Plane:
The Spy Plane is like the Parachute Bombs and Paratroopers in
the way that it is a free Soviet service which comes with the
Airfield. It is used to get recon on areas which are
unexplored and is handy when the area you need to see is
heavily guarded.Armour: LightCost: 0Prequisites: AirfieldUnit Type: Reconaissance

Submarine:
The submarine is the Soviets attempt to match the Allied
Naval Fleet. The Sub cannot shoot structures on land but it
can destroy bridges and all of the Allied boats. They remain
undetected until they surface to shoot. In numbers they are
reasonably effective against the Allied Ships.Armour: MediumCost: 950Prerequisites: Sub PenUnit Type: Allied Ship Attack

Transport Helicopter:
The Transport chopper is usually only avaliable in
multiplayer games and only on some special single player
missions. They brilliant for Engineer and Tanya attacks. A
common mistake people make it that if their base can only be
entered from one choke point, and that if they surround their
base with SAM sites that they can't be attacked by transport
choppers. They are wrong. All you need to do is take it into
a space around the base which is enclosed by cliff so they
think it is safe where there are no SAMs and deploy your
Engineers or Tanyas and walk them in through the undefended
back of the base and let them do their stuff.Armour: MediumCost: 1200Prerequisites: HelipadUnit Type: Air Transportation

V2 Rocket Launcher:
The V2 can lauch it's enourmous rockets from a tremendous
distance. The V2 Rockets are deadly against teams of infantry
and in teams of just two, can inflict an amazing amount of
damage to structures and turrets etc. Their weakness is their
speed and that are quite weak and so need protection from
other units.Armour: LightCost: 700Prequisites: War Factory and Radar DomeUnit Type: Structure destruction

Yak:
The Yak attacks with a strifing run of twin machine guns.
It's only real use is to kill teams of infantry which get
shredded to bits by the yak. They can be used to destroy
structures but you need at least 5 which doesn't really make
it worthwhile compared with a team of MiGs.Armour: LightCost: 800Prerequisites: AirfieldUnit Type: Infantry attack

Allied:

APC:
The APC can carry five infantry units and also handy in the
base as defence. I like to have a couple around to squash
annoying enemy infantry which are out of reach of Pillboxs.
Their good speed makes them a good unit for Tanya and
Engineer attacks. Quite often, if you have a couple a base
defences will not be able to kill them on entry to their base
because they are so fast.Armour: HeavyCost: 800Prerequisites: War Factory and Technology CenterUnit Type: Infantry Transportation

Artillery:
The Artillery is very vulnerable because of its lack of speed
and speed to fire so it needs protection from tanks. When in
position it can shoot from a fairly large range, and in teams
can easily wipe out enemy structures in strategic attacks.Armour: LightCost: 600Prerequisites: War FactoryUnit Type: Enemy structure destruction

AT Mine Layer:

The Anti-Tank Mine Layer s identical to the Soviet mine
layer except that the Allies have developed one which
deposits mines to destroy enemy tanks rather than infantry. I
think this is better as tanks are far more powerfull and so I
would much prefer one of these. Like it's Soviet partner, the
AT Mine Layer can be reloaded a the service depot for free.Armour: MediumCost: 800Prerequisites: War Factory and Service DepotUnit Type: Used to block off choke points etc

Cruiser:
The Cruiser is possibly the best Allied unit and if the map
you are playing has water, it should be heavily exploited. It
needs protection from Subs which could come from Destroyers
or Gunboats. The Cruiser has a massive range. It is quite
staggering. A couple of Cruisers can take out most structures
in a few shots. They are so lethal because they can destroy a
whole base from a massive range. Soviets should build their
base a long, long, long way away from any seas or should have
a lot of Subs for defence against them. Because they are so
amazing they will set you back 2000 credits each.Armour: HeavyCost: 2000Prerequisites: Naval Yard and Technology CentreUnit Type: Enemy structure destruction

Destroyer:
The Destroyer is the a good all round Naval Unit. It can
shoot Naval Units, Aircraft, and objects on land. It's all
round capabilities make it ideal for protecting a group of
cruisers. It should be used for destroying enemy Subs and
should leave land destroying to the incredible Cruisers.Armour: MediumCost: 1000Prerequisites: Naval YardUnit Type: All round Naval, Air and Land defence

GPS Satellite: I don't know if you call this a
unit, but we have included it here. When you build a Tech
Center this little baby starts building free of charge. When
completed it will launch from your Tech Center, looking very
much like a Nuclear Missile and will shoot up the map. When
it reaches the top it will allow you to see the whole map
(i.e. take away all the blackness). If you are in a
multiplayer game, gap generator's effects are uneffected by
the GPS and you still won't be able to see past it. This is
extremely handy and saves a lot of time and hassle.Armour: N/ACost: 0 Yes, it's free!!Prerequisites: Technology CenterUnit Type: Allows view of whole map

Gunboat:
The Allied Naval Fleet starts with the Gunboat. The Gunboat
is good as a sea scouting unit. It can shoot other Naval
units like the Soviet submarine but should travel in numbers
to be able to safely destroy a few subs. If possible
Destroyers should be purchased to take care of Submarines and
Cruisers for structures. They are quite cheap though so they
are quite economical in groups.Armour: LightCost: 500Prerequisites: Naval YardUnit Type: Sea Reconassiance and Light Sub Attack

Light Tank:
The Light Tank should only really be used when you need a
speed tank rather than a stronger, better fire-powered medium
tank. They are good for rapid attacks and sneak destruction
of enemy structures.Armour: MediumCost: 700Prerequisites: War FactoryUnit Type: Light tank attack/defence

Longbow Apache:
The Allies Aircraft is not it's best area. It has one
aircraft, the Longbow Apache. Very much like an Orca from
C&C it fires missiles at its targets. In groups of 5 or
more they can take out enemy structures with ease despite
heavy air defence. They are also handy in multiplayer games
for giving your enemy Ore Trucks hassle. You get one with a
helipad andyou can buy them seperately from then on.Armour: HeavyCost: 1200Prequisites: HelipadUnit Type: General air attack

Medium Tank:
The Medium Tank is the standard tank you should use in base
defence and in numbers they will win you many games. They are
the Allies best tank but they cannot match the Soviet's heavy
tank in fire- power. A good general tank.Armour: HeavyCost: 800Prerequisites: War FactoryUnit Type: General Tank

Mobile Gap Generator:
To be honest these are not worth buying. Their range is so
minimal compared with the normal gap generator thay they can
only hide a few units. They also only provide protection
while they are stationery. When they aren't moving, they hide
the nearby area in blackness for your oppenent, thus hiding a
few units from his vision.Armour: LightCost: 600Prerequisites: War Factory and Technology CenterUnit Type: Provides hiding for a few units

Ranger:
This is the Allied Scout unit. The Soviets appear not to have
a fast mobile unit which can be used for reconassiance which
means they have to do it in a tank. The Ranger is a simple
Jeep which light machine guns have barely much effect on
tanks. They are best put to use at the start of games when
you need to recon on an enemy base. It's speed helps it from
getting destroyed when it's running past your enemy's units.Armour: LightCost: 600Prerequisites: War FactoryUnit Type: Reconaissance

Sonar Pulse:
I have never used this as it seems a lot of work with not
much reward. You have to get a Spy into one of your enemy's
Sub Pens. It allows you to temporarily see all the Soviet
Submarines.Armour: N/ACost: 500 (Well you've got a buy a Spy)Prerequisites: Get a Spy in his Sub PenUnit Type: Temporary sight of enemy Subs

Engineer:
Engineers have no weapons and are so very vulnerable. They
therefore need protection by other units and should
preferably be transported in APCs, LSTs and transport
helicopters. One engineer can be taken into one of your own
damaged buildings and can instantly fully repair it. Unlike
in C&C, in Red Alert you will need 4 engineers to safely
capture an enemy structure. An engineer can only capture an
enemy structure if is in the red on its energy scale. One way
of minimising the number of engineers you need is to get some
tanks to shoot the structure until it is in the red and then
by bringing one engineer into it, you can seize control of
the building.Armour: NoneCost: 500Prerequisites: BarracksUnit Type: Structure capture and repair

Rifle Infantry:
This is the equivalent of a minigunner from traditional
C&C. There only real use is that in large numbers they
can destroy Tesla Coils because Tesla Coils can't shoot them
fast enough.Armour: NoneCost: 100Prerequisites: BarracksUnit Type: Light infantry defence

Rocket Soldier:
This unit fires Dragon Rockets which are generally best used
against vehicles and structures. Effective but expensive.
They can also be used as light air defence. They are not
nearly as good as sam sites though.Armour: NoneCost: 300Prerequisites: BarracksUnit Type: Anti-vehicle infantry

Tanya:
This time in C&C Red Alert the commando is female. She
works in the same way as her male partner. She can shoot any
other infantry (apart from another Tanya) in one shot. Her
range of infantry killing is quite tremendous. Her other main
use is her ability to blow up enemy structures with bombs.
Tanya's weakness is against vehicles where her Dual Colt .45s
have virtually no effect on them. Tanya is only availiable in
multiplayer games apart from special single player missions.Armour: NoneCost: 1200Prerequisites: Barracks and Technology CenterUnit Type: Infantry and structure attack

Soviet:

Attack Dogs:
Attack dogs can easily be killed, but like their flamer
friends, are excellent at getting rid of enemy infantry. They
are very vulnerable to enemy tank fire. Attack Dogs are
unqiue because they are the only unit which is able to detect
Allied Spies. When you look at an enemy spy, it looks like
one of your minigunners. If an Attack Dog notices a defence-
less spy the dog goes over and kills him.Armour: NoneCost: 200Prequisites: KennelUnit Type: Anti-infantry dog

Flame Infantry:
Flame Infantry are lethal against enemy infantry. Their
flames instantly kill virtually all enemy infantry in the
area. They are also a potential risk to themselves, if you
have a group of them, if one of you men dies, he catches fire
which in turn catches any nearby infantry on fire. If this
happens its quite a spectacular display. They are good at
getting rid of Tanya and engineer attacks.Armour: NoneCost: 300Prerequisites: Barracks and Technology CentreUnit Type: Anti-infantry unit

Grenadier:
Unlike in C&C, the equivalent of Nod have received the
most infantry units. The grenadier is a good all round unit.
Effective against infantry, vehicles and structures. They are
fairly cheap and are good as a multi-purpose infantry unit.Armour: NoneCost: 160Prerequisites: BarracksUnit Type: All round attack and defence infantry

Allied:

Medic:
Medics are the infantry version of a repair bay. When in the
range of injured men, they automaticly revive them, giving
them full health. Unlike in repairing a vehicle, once a medic
is bought, that is all the cost, it doesn't matter how many
times you use him and you don't have to replenish his
supplies. By adding a few to your ifantry teams, he helps
them all along in the midst of attack. You can of course,
manually revive your infantry. This is accomplished by
selecting your medic, and clicking on an injured unit. He
then goes over and gives him the necessary medicine.Armour: NoneCost: 800Prerequisites: BarracksUnit Type: Infantry healing unit

Spy:
The spy is one of the Allied elite units. To an enemy
oppenent, one of your spies looks like a minigunner. He can
be taken into a number of enemy structures to find out a
range of information. In a construction yard he tells you
what the enemy is building. In an ore refinery it shows his
stores of ore. In a silo, he can tell how much money the
opponent has. In a war factory he gives information on the
unit he is building. The spy's only weakness is that he can
be detected by the Soviet's Attack Dogs.Armour: NoneCost: 500Prerequisites: Barracks and Radar DomeUnit Type: Infiltration

Thief:
The thief can be taken into an enemy Ore Silo or Refinery in
the same manor as a Spy or Engineer. By entering a Silo or
Refinery you receive half the credits in that structure.Armour: NoneCost: 500Prerequisites: Barracks and Technology CentreUnit Type: Credit stealing

My favourite strategy that is needed on practically every
level is the LST and Medium/Heavy Tank combination. You may think
5 tanks is enough but you will need at least 15. Sending 15 or
more tanks into the enemy base can usually take it out or at
least destroy its main buildings. The first structure to go for
is an Advanced Power Plant. This will stop Soviet Tesla Coils
destroying your tanks and if you have air reinforcements, it will
stop AA Guns. Take out as many Advanced Power Plants as you can
then destroy the MCV. This will leave your opponents base without
power and production time will be severely crippled. Then take
out the War Factory, Barracks and Sub Pen/Naval Base in that
order. Your tanks would have suffered a crippling by now from the
remaining tanks but you should be able to give them hell with
your forces. Once this has been completed, build another batch
but this time reduce its size and send in again. Also bring in an
anti-infantry unit like a flame-thrower or APC to mop up the
remaining men. Note: Your LSTs and Tanks are most vulnerable when
unloading. Always unload quite a distance from your enemy's base.

Another favoured tactic is building ore silos up to an enemy's
base and building Tesla Coils, Flame Towers, Turrets or Pillboxes
at the end. This will decimate ANY sort of base but just remember
to build lots of Advanced Power Plants at the other end so you
have enough power. If your ore silos are getting a pounding and
you are playing Soviet, then build Kennels instead. They have
greater armour and you can build Attack Dogs to stop the men.
Note: Have lots of money stored up to use for repairing your
buildings and silos. Also an a second MCV is helpful because
buildings can take a long time to build and your opponent will be
gunning down your silos as you do this!

Cruisers are one of the most effective units in the game and
most of the time will win the level for you! Build multiple naval
yards and quickly build up some destroyers and gunboats. Then
build a 2 or 3 cruisers. Once you feel like attacking the enemy
base send in the gunboats first and keep them moving even if
fired upon by submarines. This will stop them getting completely
bullied. Use the destroyers to take out the submarines while they
shoot the gunboats. Once all of the Submarines have been taken
care of, destroy the Sub Pen from a distance with the Crusiers.
Then if is rebuilt, destroy it again before the opponent has the
chance to build another one. Then with the Cruisers shoot the
base from a long distance, some of the time a human opponent will
get demoralised and resign. Other times you may have to make them
watch their base crumble into ruins! He He! Just remember to
watch your base while you are planning your naval campaign
because your base might be the subject of a tank or Tanya attack,
so be prepared!

If you are Chronoshifting an MCV into someone's base always
remember to prebuild the building you are going to deploy so that
you don't have to waste time getting destroyed while you are
waiting for your structure to be manufactured.

If you chronoshift a lot of units then sometimes you will see
an ovular shaped `cloud'. This is one of the side effects that
are mentioned in the Red Alert manual and it mostly tends to hang
around the lower part of the screen. If your opponents base is
there then it will be in for a right pounding because the oval
destroys any unit, building or soldier on contact so watch out!

When you feel like destroying the opponents base(every time
you play!) then send in a Chinook full of Tanyas. `But it will
get shot down by my opponents SAM envelope' I hear you cry. Worry
no more! Use your Iron Curtain on it and you can get all 5 Tanyas
into the base and destroy a fair amount of buildings before the
Tanyas start to perish. Very useful!

How about Chronoshifting a cruiser into a lake near your
enemy? He He! `nuff said!

When playing Single Player missions you will usually tend to
build just one Ore Refinery but if you have a lot of ore then
build a second early on. This will give you a lot more money in
the long run which can be very helpful when the AI decides to
send in his Mammoth Tank Division!

When playing Soviet one the most obvious and easiest ways to
take out the opponent's MCV and any other building really is a
MiG Fleet! 8-10 will easily destroy an MCV and on the second run
could be used to take out an APP or two. This will make your
opponent suffer for all the grief they have given you and you
should be on the road to victory after the attack!

Not many people try this tactic but it is so effective and
nearly always works. A two-pronged attack can seriously ruin your
day and can confuse your opponent as well as make them panic! On
one prong you could have an APC group with Tanyas or Engineers
inside while on the other hand a Tank Division could be rolling
in. This will make your opponent ask themselves, which of my
defensive forces should I send where? To really make your attack
effective have two prongs each with an APC group and a tank
group. This is practically unstoppable!

Distractions are also handy at confusing your opponent. Force
firing the ground is a good idea and will induce panic. An air or
naval attack can distract your opponent from your `real' ground
attack or APC force. Sending a lone mammoth which is Iron
Curtained into a base can be a real annoyance and a large
follow-up attack should commence.

Chrono (gmcgough@p3.net)
Have a nuke ready, look for an area in his base where two power
plants are next to each other, put the nuke right between them,
they should both blow up, this will stop the soviets Tesla Coil,
and the allied AA guns, so if there soviets you should follow up
with the chronosphere right in the center of his base and when
he's say ****!, you come in with all you got, make sure you can
stand a chance. If there Allies, and they have gap generators, it
wont work because you cant see there base most of the time.

Ian Tucker (ian@tuck.softnet.co.uk) Small tips
If your opponent is a bit thick, and sends a large fleet of
cruisers your way without any backup from Destroyers, then take
advantage and MIG them into oblivion before they even look at
your base!

Justin Bakst (evol@ntr.net)
Here's what you need to do this, so make them if you don't
already have this equipment:

1) Chronoshifter
2) Service Depot
3) A decent tank force

Now, here's what to do, in order:

1) Build an MCV.
2) Build a barracks, but *DONT* construct it!
3) Start training a tanya, and when she is about 20 seconds away
from finished, continue with the procedure.
4) When the chronoshifter is all charged, chronoshift your MCV
that you created as close as you can to the enemy base, and even
better, INSIDE his base (if there's room).
5) Launch the MCV and make your construction yard.
6) Construct the barracks that you have built in his base.
7) Make that barracks that you just built your primary building,
and little Tanya will pop out.
8) Have fun while your tanks are occupying his in battle and your
Tanya is destroying his base!

NOTE: This little strategy is VERY time and money consuming,
but has helped me win quite a few wars really efficiently. This
strategy will not work very well against your enemy if he is an
allied force and has gap generators up. It is also a very risky
strategy, and DOESN'T work all the time, but when it does it's a
sure way to win.

Matthew Mueller (donut@azstarnet.com)and Justin Bakst
(evol@ntr.net)
The first thing you must do is make a sub pen. Once that is
built, build an Iron Curtain and place it anywhere in your base
(preferably somewhere that it cannot be easily destroyed). While
the invulnerability is charging, build a water transport, MCV,
and a tesla coil (DONT CONSTRUCT THE COIL YET!). When the iron
curtain is finished charging, put your MCV in the water transport
and send it on over to your enemy's back door. Once again, these
tactics work best when your enemy is occupied, with your armada
of tanks coming at him for instance. Take the MCV and put it
somewhere in or as close to his CY as you can get it. Then,
construct the tesla in his base, and put the charged iron curtain
invulnerability on it. This way his base is doomed.

Also, like my last tactic, this will take a long
time and a lot of money! But trust me, it is worth the effort if
you are playing someone good.

In any base in multiplayer games, you should have plenty of
Flame Towers (Soviet) or Pillboxes (Allies) to stop Tanya and
Engineer Attacks.

Walls are now almost completely useless as they can't be used
like silos to build next to, and they can also be run over by a
range of vehicles. The only two real uses could be to make your
base look nice or to surround your important structures so that
Tanyas and Engineers can't get to them.

It is quite a good idea to put Pill-Boxes or Flame Towers next
to any AA-Guns or SAM Sites you have. This is because, when you
shoot down an enemy plane, quite often a para-trooper will fall
from it which can give your structures damage, especially if you
don't have any units nearby.

When attacking a base, by destroying the power plants, you can
effectively bring a base down. All the Tesla Coils, Radar Domes,
AA-Guns and other defensive structures will stop working.
Therefore, when building your base, make sure you have loads and
loads of spare power.

When you have a lot of spare cash, build at least two
construction yards just in case one gets taken out. Do the same
with Weapon Factories and Barracks. Building more Kennels,
Barracks, Weapon Factories and Helipads also greatly increases
the production speed of Dogs, Men, Vehicles and Aircraft.

Something to watch out for, when playing Allied, is your Tech
Center. You can see the whole map, but if the Tech Center gets
destroyed, the only map visible are the parts you have got recon
on (i.e. taken units to).

So even when you have the GPS Satellite operational, get a
Ranger and go around the screen a bit to get some recon just in
case your Tech Center gets taken out.

When Ore Trucks unload their ore, they do it extremely
quickly. So instead building loads of Ore Refineries in
multiplayer games, build a weapons factory and loads of ore
trucks because one Ore Refinery can be used by more than one ore
truck.

Buildings in your base can be vulnerable to attacks from
spies, engineers and Tanyas. To combat these guys especially
spies build walls around your expensive and strategical
buildings. This stops them from getting in and so your oppenent
will need to have a few bazooka men to take out the walls.
Anti-Personnel mine layers can be used to stop infantry attacks.

Power is one of the most vital things in Red Alert and so
always build advanced power plants because they are cheaper and
take up less room. Never have big groups of power plants, spread
them around so in a Tanya/Engineer attack is a lot harder to do.
Always build loads and loads of spare power plants and if you've
got loads of money, two Radar Domes gives peace of mind in an
attack.

This is especially handy if you are the Soviets and like to
use Tesla Coils. A good way to attack a base defended by Tesla
Coils is to take out the power plants. But when someone does this
to you instead of sitting there as your base gets pounded, sell
some power intensive buildings like your radar dome so that the
Tesla Coils come back on-line.

Make sure when you are the Soviets that you build up a large
fleet of submarines at the start to combat the cruisers and
destroyers which can effectively single handedly win the game for
the Allies. When you have about 5, move them to the enemy base to
where he has a Naval Yard or a postion where he would be most
likely to build one.

If your oppenent is one of those people who does 'combined'
attacks, i.e. Atom bombing your Construction Yard and bringing
planes to finish it off. Have a few engineers handy to instantly
restore your buildings to full energy. Put them in an APC for
protection and your enemy cannot see them.

I don't think mine layers (especially the Allies one) are
really put to full use. They are extremely effective and cheap
because they can be reloaded on a service depot for free. If you
are the Allies then build one as soon as possible and mine your
enemies ore patch so that when his ore trucks come along, they
get a severe hammering.

If you are the Allies then make use of the Fake Structures.
Defend all your Fake Structures as if they were real so to not
give away which are real and which aren't. Also, when building
them, don't build them all at once because the enemy should
notice how fast you seem to be turfing out the buildings and will
therefore know which ones are Fakes. Another strategy, which can
be dangerous, is to deploy your MCV in a really stupid place
which is vulnerable, and to then build a Fake Construction Yard
where a normal person would deploy theirs at the start of a game.
This makes your oppenent think that you're real Construction Yard
is a Fake because it is in a really stupid position. Like I said,
this can be dangerous because your real construction yard is is a
very vulnerable position. For full effect, make sure you heavily
defend your Fake Construction Yard.

A player who is the Allies should make heavy use of Gap
Generators. They are simply invaluable in multiplayer games. They
don't require a hurrendous amount of power and are only 500
credits. When you build one, it makes the area around it
invisible to your enemy, even if they have discovered it earlier
in the game. When playing Allies V Allies, even if you have the
GPS satellite, you will not be able to see past Gap Generators.
If a unit goes into an area shrouded over by a gap generator then
the immediate area around it will be shown, but as soon as they
move somewhere new, the shroud will almost instantly regrow. If
you are the Allies then make full use of this amazing structure.
Place one in the middle of you base, and in the corners. Guard
them from aircraft with at least 2 AA-Guns. In my experience,
mobile gap generators are virtually useless, as the area they
cover is tiny and they only produce shroud while they are
stationery.

When defending your base you should make full use of turrets,
pill-boxes, flame-towers and Tesla Coils because in time of an
enemy attacking you, you can repair your turrets etc. But his
tanks will be on their own. So basically don'y rely on units to
completely defend your base, use structures to. A handy tactic
for say blocking of ore (especially useful in single- player) is
if you are the Allies, to do a line of turret-pillbox-turret-
pillbox. This combination takes out men and tanks. Be sure to
watch them and keep them repaired. One draw back is aircraft so
you will have to build AA- Guns to defend them if your enemy has
aircraft. Turrets and pillbox combos are also excellent for
blocking off choke points. Making sure you put the odd AA-Gun
here and there for peace of mind.

At the start of a game make sure you get your base up and
running quickly so as not to fall behind.

When you are the Soviets make sure you have plenty of Dogs to
keep out those Allied Spies. Keep them in groups for safety. They
can also be useful in attacks because they easily kill men with
one bite. If you are the Allies and are playing against the
attack dogs, tell your men to shoot the dogs and they will die
with one shot. Basically whoever attacks first between a dog and
a man wins.

Always keep a couple of destroyers around your cruisers
because you never know when a bunch of MiGs are going to come out
of the sky and bully your vessels.

If a cruiser is bringing you down(and your MCV) then send in
your force of helicopters, `Here's some I made earlier'. The
cruiser cannot defend against the onslaught and will die!
Unfortunately this trick can only be used a number of times
before your opponent realises that destroyers do actually have a
use and starts to build a couple.

If you are playing Soviets always keep a couple of attack dogs
around so you can sniff out the spies and keep away the pesky
Tanya commandos.

A good idea to stop Ore Trucks becoming scrap metal is to use
the Ctrl+ Alt+Left Click command which makes a unit guard another
unit or structure automatically so while you're happily
destroying a base you can be sound in the knowledge that your Ore
Trucks are still harvesting those fields of ore for you.

Although expensive, having turrets and camouflaged pillboxes(a
lot better than pillboxes because of armour and stealth) around,
or even blocking, choke-points stops practically all attacks from
the enemy and if you have repair money you can defend against
attacks while waiting for ore to grow back leaving you with a
virtually unlimited amount of money.

Tim Moss (chris.moss@zetnet.co.uk)
I don't find the base defence structures much use in
Multi-Players if you're playing a good opponent. There are
however a few things of use. AA guns or SAMs are very useful for
obvious reasons. Engineers are of use, despite the fact that
no-one ever seems to use them, as they can repair your structures
fully and instantly. If you tend to play games which last a long
time as opposed to attacking straight away then Pill Boxes and
Flamers round your base are useful.
Also...
I don't find the base defence structures much use in
Multi-Players if you're playing a good opponent. There are
however a few things of use. AA guns or SAMs are very useful for
obvious reasons. Engineers are of use, despite the fact that
no-one ever seems to use them, as they can repair your structures
fully and instantly. If you tend to play games which last a long
time as opposed to attacking straight away then Pill Boxes and
Flamers round your base are useful.

When using Attack dogs, make sure you tell them to attack the
enemy infantry as soon as you see them. One shot from any
infantry kills a dog instantly. Beware, tanks are also lethal to
dogs.

Some people may call this being a wimp, but it is perfectly
strategical to blow up bridges. Gather a few tanks and press
control to force fire on a bridge. After a while the bridge will
be unpassable. This can be used to block oppenents paths to ore
and routes which leave your base vulnerable to attack.

Not really a tip but its small. Unlike in the origianl
C&C, in Red Alert you can place structures up to 2 blocks
apart which helps to stop cramped bases. Westwood have however
made it so that you cannot build a structure next to any type of
wall.

When playing multiplayer, people ask "where are the
parabombs?". Consulting the information cards provided with
the game shows they are only availiable in single-player
missions.

If your Construction Yard or any other building is under
severe attack, sending one of your engineers into the damaged
building restores it to full energy instantly in times of
desperation.

If the map you are playing has land around all the edges, you
can send spies and Tanyas along the edge. The unit will barely be
visible on the side of the radar screen and the chances are your
oppnent won't see it.

When playing an Ally and trying to figure out which one of his
construction yards is real you have two options:
1)Send a unit to shoot at it and if its energy goes down very
quickly it is a fake.
2)When your oppenent builds a structure, the real construction
yard's arm will move but any fake ones will remain stationery.

Quite often, aircraft will be employed by your oppenent to
give hassle to your ore trucks. I have found that rocket infantry
are excellent at shooting aircraft so keep them scattered around
your ore field. They are also handy for having around the base
for when a pesk chopper comes in. A good feature is they are
portable unlike AA-Guns and SAMs.

A handy use for the AP Mine Layer is actually to mine your own
base. Thus any engineers, Tanyas etc will die as they travel
through your base. They can also be handy for mining beaches for
when Tanyas are deployed from an LST.

Never Chronsphere an APC with men in as they will die. Only
vehicles can be chronoshifted.

Iron curtain a hind, and send it towards the enemy aa guns,
then, while they are busy shooting at that, use 5 migs to take
out the construction yard or other buildings!

Load up 3 APCs with rocket soldiers (15 total). Move your APCs
close to the enemy's ore fields. Pretend that you're AT-MINING
his fields. The APC looks almost exactly like an AT-Mine vehicle,
and only registers as an enemy vehicle upon cursor inspection. If
he is smart he will send all of his precious MIGs or Hinds to
wipe you out fast. Oh No! 15 rocketeers just jumped out and
wasted his precious aircraft!

Having a spy in a power plant may not seems to be very useful.
But in fact it can be used to find out whether his Tesla Coils
and AA-Guns are operational.

This tactic may be considered as wimpy and cheating but it's
pretty funny. If an oppenent is sending an APC across to your
base and you know it's got a Tanya in etc. Click on one of their
units and press A to ally with them. Then use the Chronosphere to
move their APC to the other side of the screen and thus giving
you time to shoot it.

Some people think cruisers are good for defence, that is their
opinion. Exploit this by Chronoshifting a unit with high armour
into their base. Their cruisers will start shooting at you but
because of their lack of accuracy will damage enemy buildings.

Just something I read somewhere, if you edit your rules.ini
you can make it so that when you Chronoshift an APC, the men
inside stay intact. This can only be used in multiplayer if you
have indentical rules.ini files. The following line is what you
need to add to the file: ChronoKillCargo=no

Kelvin Valters Small tips ALWAYS build 2 or more naval
yards/Sub pens because the building speed with just one is way
too slow (especially for Cruisers).

Alex Murison (alexmurison@cyberstop.net) Theives are a much
maligned unit, use them to "lock" your opponent (the
opponent is unable to build anything etc). If you have the
advantage then it will stop an opponent from responding to you're
threats especially if they have no harvesters. An early Theif
assault can do untold damage. Always combine them with APC's and
circle their Refiinery/Silo (AP Mines). The Iron Curtain can be
used to the same effect as the Chronosphere, allowing you to
transport vehicles through dangerous areas unharmed.

Siloing: This tactic is very simple yet very effective. All
you need do is to build silos into your opponents base or ore
field and putting Tesla Coils down. Then slowly work your way
into their base and use Flamer Towers to kill their base as they
are better than Tesla Coils and kill men quickly.

LSTs: Simply build LSTs and send in anything out the back of
their base, and hopefully it wont be protected. V2s are quite
good at this if you are trying to kill their MCV or another
building as they can launch their missiles and run away.

Yaks!: For some obscene reason no-one but myself seems to like
these killing machines! They may not be good at killing tanks or
even that good at men, but they are cool against several
buildings. Power plants, War Factories and Naval Yards will fall
victim to just a few Yaks and these are very important buildings.

Tanks: Not very original, or ingenious; but it works. Just
build loads of heavy tanks and deck their Trucks and their base
in general.

Units: Heavy tanks are good as explained above. V2s are really
cool but not on their own, best combined with tanks as they can
kill turrets and things from afar and they also are very
effective against most buildings.

Dogs, in my opinion, are completely useless! The only use as
far as I can tell is to put a few round your base to sniff out
Spys. Bazooka infantry are useful for air defence and are good at
killing trucks as tanks dont kill them.

MiGs are decent especially early in the game and for killing
trucks. Yaks are useful against specific targets.

Hinds are quite effective despite taking half an hour to align
themselves with their target. They are good against men, better
than you might think against tanks and good against most
buildings.

Chinooks are very good for engineers and Tanya, especially so
when combined with the Iron Curtain.

Mine layers for Soviets are bit rubbish in comparison to their
Ally counter part, but they are good at defending your MCV etc.

Submarines are often a requirement but for their price they're
not particularly good.

Flamers and Grenadiers are quite good as support but not
particularly impressive.

Mammoths arent, for some reason, used much despite the fact
that they seem to have several advantages. They are self
repairing, anti-aircraft and hard, though they are expensive,
slow building, not to mention slow moving.

Buildings: Tesla coils are worth buying especially if you're
not playing a tank person and to stop APC attacks.

Flamer Towers are okay at just taking out men, for support or
engineer defence, but a tad rubbish otherwise. I don't really
build Tech Centres as they dont tend to give you much unless you
happen to like Mammoths and Tanya. SAMs all round your base are
useful. Several War Factories, Barracks and MCVs are very useful,
but not essential.

General: I myself am not an Allies man but some people seem to
like them. My order of building is more or less the same as
Soviet though you have to be a tad more subtle than just building
tanks as Heavy Tanks are much better for their cost. I suggest
you use artillery to support them as they kill men and are
powerful for price. Naval Yards are a must, as Cruisers and
Destroyers are cool. Again I suggest several Refineries and loads
of Trucks.

Defence: Same as the Soviets, pretty rubbish. Despite the fact
that a turret can kill a Medium tank, cost less and can be
repaired they seem to be of little use for no obvious reason.
Pill boxes around your base. AA guns, and tons of them. Bazooka
dudes with Medics to kill planes. Ships: One of the Allies few
redeeming features is their Naval compliment. Cruisers are
extremely powerful; they have a massive range, can kill about 30
men at a time, cripple tanks, and destroy building with ease.
They do however cost 2000, are very slow, not Anti-Aircraft nor
can they attack subs. But when they are supported by Destroyers,
who are AA and can kill subs, they are very nasty.

Units: Medium tanks are okay but pathetic when compared to the
Soviet Heavy Tank, but they are faster!!!

Artillery are pointless on their own but useful support and
kill buildings well.

Rangers, why?

APC somewhat better than their friends the Ranger, they only
cost 200 more, they are faster, they have a better recon radius,
heavier armour, have more health and carry people.

Thieves sound good but as best I know they cost 500 and the
most they can steal is 750, what a bargain! Though the opponent
does lose the cash too.

Spies are cool, the MCV, War Factory and Barracks show whats
being built, the Radar Dome gives you recon around where any
enemy unit moves, refineries and silos show how full they are and
power plants show how much powers being used.

Apaches are okay, they are better than planes at hitting
moving targets but the Soviet air power is far better.

Mine Layers are far better than the Soviets attempt. The
Allies anti-tank mine layer is a worthy purchase and are very
useful for base defence or for killing enemy trucks.

Buildings: The turrets are in theory good for their money but
seem to be rubbish.

The Tech Centres are good as they give you all map, cruisers
and the decent men ( and Tanya ).

Gap Generators are often very useful and very annoying to your
opponent as they stop them seeing what you're doing or be able to
attack your buildings. But this doesn't stop them charging tanks
into your base!

Chronospheres are useful but not as good as they might seem,
but there are several tactics of use. You can Chronoshift an MCV
and deploy in or near their base with either a Gap Generator or a
Turret ready, you teleport a cruiser to their base, take a tank
and try to kill something or send a Mine Layer outside their War
Factory. Be Warned Chronoshifting can cause a dodgy Whirl Pool
and it has a strange tendency to destroying your base.

What most of you have been waiting for, he he! This section is
split into two parts. One of them is devoted to Skirmish mode and
AI tactics, the second is based on Network and Modem play.
Although AI players can be integrated into Multiplayer games we
will cover that too.

AI tactics:

When starting a skirmish, never `recon around' for the
computers base because it only gets the computer aggrovated
and thus it will send in a load of tanks into your base. This
can be detrimental to your health and thus is not wise. Try
other methods of recon such as Spyplanes and GPS satelites.
This will get you a fair amount of recon without getting a
pounding from your AI chums. If you have played the map
before then you should know how much ore is on the map. This
can be advantageous and will tell you how many refineries you
should build. A largish ore patch is worth one refinery. If
there is just one massive patch of ore then build as many
refineries as you can in the game, but not all at the start.
The AI is low on IQ and subsequently sends all of its forces
to your base at the start some of the time. All you have to
do is build a few turrets or teslas and the problem is gone!

Human Tactics:

When in the open screen of the Multiplayer section, you
will see a list of colours now you will probably choose your
favourite and I think the most popular is red. One of the
best unsung tactics is choosing a colour that has strategic
importance. These colours refer to radar viewing but are
still quite camouflaged on normal screens. There is the old
GDI colour which cannot be recognised on ore patches. There
is the blue(Allied single player) colour which is very hard
to see on water. There are also shades of grey which are
practically impossible to see on the radar. Employ this
tactic when sending attack forces because your opponent will
not be able to see your vehicles or infantry at all. If you
have the chance survey the map before playing it so you know
what colour to choose!

Some people have worked out that when playing two player
games that your opponent will nearly always start on the
opposite side of the map to you(i.e. Bottom Left-> Top
Right) So moving your MCV before deploying it will confuse
your opponent. If your opponent is not of the intelligent
type then they will deploy right where they are instead of
scouting out a practical region to deploy in. If they started
opposite you then you will know where they are!

Some people always use the same tactic over and over
again. You think that it is unstoppable because you always
get beaten by it. All you have to do to overcome it is find
the weaknesses of the vehicle or structure that is being used
and exploit it completely. This may sound obvious but if you
think about it you are always defending against the tactic
rather than launching an offensive onto your opponents
forces. If you can find a tactic that your opponent can't
beat then keep on hounding them with it but just remember to
have a backup tactic just in case they realise how to beat
you!

I regularly play people who love the Soviets. Most of them
employ the same tactics in every game they play. The usual
story is when you start, they come over and get brief recon
on your base, and the next thing you know they bring a fleet
of about 6 Migs over and blow up your construction yard. They
come over with a tank rush. After having this done to me so
many times I think I have perfected the way to beat it (if
you are playing the Allies). Start by deploying your MCV at
the very start. Build a power plant, and then a fake
construction yard. This is so the people quite often bring
their migs over and shoot your fake construction yard. Then
build some ore refineries and a barracks. Start building
rocket infantry and continue to build them while you build up
your base. They act as amazing defence against the weak Migs.
Place most of them on the side of your base where the Migs
will come from (i.e. the direction of his base). Then build a
war factory and like with the rocket infantry, build them
throughout the game. Then build 2 service depots as these
allow the building of MCVs. Build one in the center and
another in a corner so when the Soviet destroys the central
one he will think you can no longer build MCVs. Quite often,
Soviet players will forget about defending their base, and
will simply concentrate on their Mig strategy. So with all
your forces, quickly go over and destroy his base, before he
has time to build tanks etc.

In C&C original, harvesters took a long time to unload
their tiberium into a tiberium refinery. In Red Alert, ore
trucks tip their contents into the refineries almost
instantly. This means whereas in C&C building extra
harvesters was stupid because it took too long for them to
unload, in Red Alert, building multiple ore trucks can be a
great money boosting idea. Some people say that you can only
have 2 trucks to a refinery, but I have had as many as 13
trucks to 4 refineries and it worked fine. Beware of choke
points though where you can get 'ore truck jams'. One ore
truck starts to go through a choke point and comes to another
going in the opposite direction. It turns round to let the
other through, but the oncoming ore truck does the same
thing. It is quite funny but after a while you notice you
don't have much money coming in and you look for your ore
trucks and find about 6 turning round in circles!

I have come across this in playing on Westwood Chat and
was beaten by it. It is sort of an anti-dote for the Soviet
tank-rush. Light tanks build a lot faster than medium tanks,
so if you are playing against someone who you know likes tank
rushes, build light tanks. They have two main advantages over
medium tanks: 1)The main being that they can built
considerably more quickly 2)They are fast and so are good for
quick attacks on people's ore trucks. They do have less hit
points and armour though so in my opinion they should only be
used when you are playing against a tank rusher.

A Soviet player can counter cruisers in two ways:
1)At the start build a Sub Pen and start building submarines.
Move them round to your oppenents base to where they would
most likely to build a Naval Yard. If they don't build one
then forget about cruisers. If they do you can immedietely
give hassle to the Naval Yard and begin building more Subs to
counter any ships that get built.
2)The Soviets have an excellent fleet of aircraft. If you are
playing against someone who is prone to using cruisers then
have a nice fleet of aircraft at the ready. Have about 5 Migs
for generally attacking the enemy and also make use of Hinds.
Hinds are better for moving objects. If an Allied player
builds a cruiser but doens't move it round towards then watch
him with a lot of suspicion. If he does this then you should
take the following steps:
1)If possible, check to see whether he has a Chronosphere. If
he has then go to number 3. If not go to number 2.
2)Don't worry, but if he builds a Chronosphere, go to number
3.
3)It probably means he might be thinking of Chronoshifting
the cruiser to outside your base which will decimate your
base and gives you no time to build Subs etc. You have two
options. You can either destroy his Chronosphere in any way
you can. Or send a team of about 5 subs immedietely to his
base to destroy the Cruiser and then the Naval Yard. From
then on, keep most of your Subs round his base in case he
tries the same thing again.

I regularly play people who love the Soviets. Most of them
employ the same tactics in every game they play. The usual
story is when you start, they come over and get brief recon
on your base, and the next thing you know they bring a fleet
of about 6 Migs over and blow up your construction yard. They
come over with a tank rush. After having this done to me so
many times I think I have perfected the way to beat it (if
you are playing the Allies). Start by deploying your MCV at
the very start. Build a power plant, and then a fake
construction yard. This is so the people quite often bring
their migs over and shoot your fake construction yard. Then
build some ore refineries and a barracks. Start building
rocket infantry and continue to build them while you build up
your base. They act as amazing defence against the weak Migs.
Place most of them on the side of your base where the Migs
will come from (i.e. the direction of his base). Then build a
war factory and like with the rocket infantry, build them
throughout the game. Then build 2 service depots as these
allow the building of MCVs. Build one in the center and
another in a corner so when the Soviet destroys the central
one he will think you can no longer build MCVs. Quite often,
Soviet players will forget about defending their base, and
will simply concentrate on their Mig strategy. So with all
your forces, quickly go over and destroy his base, before he
has time to build tanks etc.

In C&C original, harvesters took a long time to unload
their tiberium into a tiberium refinery. In Red Alert, ore
trucks tip their contents into the refineries almost
instantly. This means whereas in C&C building extra
harvesters was stupid because it took too long for them to
unload, in Red Alert, building multiple ore trucks can be a
great money boosting idea. Some people say that you can only
have 2 trucks to a refinery, but I have had as many as 13
trucks to 4 refineries and it worked fine. Beware of choke
points though where you can get 'ore truck jams'. One ore
truck starts to go through a choke point and comes to another
going in the opposite direction. It turns round to let the
other through, but the oncoming ore truck does the same
thing. It is quite funny but after a while you notice you
don't have much money coming in and you look for your ore
trucks and find about 6 turning round in circles!

When playing the Soviets I suggest you start off your
building with at least 2 refineries before building a
barracks. Then I normally build another 4 refineries, but
from experience it is best to wait. So I suggest that you
build a war factory and start churning out heavy tanks plus
several ore trucks as they are better than harvesters as they
unload quickly so you don't need so many refineries. I
suggest you get about 2 or 3 refineries plus an extra 5
trucks or so, then continuously build heavy tanks. Whilst
this is going on build a Radar Dome and Service Depot. Then
build about 6 Airstrips and get Migs for the lot. Then there
are various things you can do: 1. Charge your tanks in and
you will more than likely kill your opponent that way.
(Assuming they arent very experienced ).
2. Send your Migs in and kill their MCV as they are very
unlikely to have AA guns everywhere or have a second MCV. 3.
Sit in their Ore patch and kill their Trucks! These tactics
are very general and won't necessarily work more than once or
be unbeatable, but they tend to be useful.